ZeroRaven Posted December 15, 2013 Share Posted December 15, 2013 I'm having an issue with textures tiling in map I'm builiding. Oddly enough they only tile IN GAME.In the editor the textures appear perfectly fine.I just cant figure out what the issue is. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
MoonDog Posted December 15, 2013 Share Posted December 15, 2013 Check the shaders corresponding with the textures. See if they have q3map_texturesize or some other weird line. Link to comment
Apprentice Posted December 15, 2013 Share Posted December 15, 2013 Another cause would be that the editor image has a different dimension than the actual texture itself . . . Link to comment
MoonDog Posted December 15, 2013 Share Posted December 15, 2013 The bottom line either was is, check the corresponding shader. Link to comment
ZeroRaven Posted December 15, 2013 Author Share Posted December 15, 2013 I looked through the shaders but i didnt see that perticular line or anything similar.One of the textures is imperial/siding1 if that helps.I can't figure it out. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
mrwonko Posted December 15, 2013 Share Posted December 15, 2013 Look through your q3map2 log. Chances are it contains lots of texture not found warnings. If q3map2 can't determine a texture's size it assumes a default value which is pretty small (16x16 or something in that order of magnitude, I believe), leading to the kind of incorrect scaling you're experiencing. In order to tell q3map2 where to look for textures you need to set fs_basepath or whatever it was called accordingly. Link to comment
Apprentice Posted December 15, 2013 Share Posted December 15, 2013 I looked through the shaders but i didnt see that perticular line or anything similar. One of the textures is imperial/siding1 if that helps. I can't figure it out.Do you have custom maps installed in your Jedi Academy\Base folder ?? Link to comment
Pande Posted December 15, 2013 Share Posted December 15, 2013 Yep, this looks like q3map2 doesn't have access to the textures (but radiant does). If q3map2 can't get the textures, it defaults as mrwonko said to a smaller one. Something is just wierd about your set up. Can you tell me where q3map2 is located, how you are calling it (using radiant? q3map2 gui? commandline?) and where your base folder is located, etc. Link to comment
ZeroRaven Posted December 16, 2013 Author Share Posted December 16, 2013 Base folder is:E:\games\Lucasarts\Star Wars - Jedi Academy\GameData\baseCurrrently running JO/JA off my external.GTK-Radiant is also installed to the E:\E:\games\GtkRadiant-1.4q3map2.exe is in the GTKRadiant folder.In the radiant.log it has: default texture scale: 0.25This is the first time I've had this tilation issue though which is why I'm confused. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Asgarath83 Posted December 16, 2013 Share Posted December 16, 2013 mmmm... did yu include in the shaderlist the texture folder used for the tiling issue? i see when start a build Q3MAP2 read for the thirsthihing the shaderlist.txt and relative shader file called. Maybe is an issue of the shadering. Link to comment
ZeroRaven Posted December 16, 2013 Author Share Posted December 16, 2013 @@Asgarath83 The texture folder is one of the default folders included in JA.Oddly enough I seem to have solved the solution.I'd been running JA and inputtng the SV_PURE 0 Command when testing one of my other maps. While i didnt input that command when I tested this level, I decided to try sv_pure 1, just to see if it would help.Boom textures were no longer tiled.Does sv_pure 0 stay in effect even after the game is closed?? Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
Asgarath83 Posted December 16, 2013 Share Posted December 16, 2013 @@Asgarath83 The texture folder is one of the default folders included in JA. Oddly enough I seem to have solved the solution. I'd been running JA and inputtng the SV_PURE 0 Command when testing one of my other maps. While i didnt input that command when I tested this level, I decided to try sv_pure 1, just to see if it would help. Boom textures were no longer tiled. Does sv_pure 0 stay in effect even after the game is closed??Mh, very interessing, I think i will try my mod with pure 1 setted, just for see the graphical changes. O.oWell, i am not a coder, so i not have an explanation for that. but i can suppose that the svpure command change something about the engine reading parameters of BSP files. Link to comment
ZeroRaven Posted December 16, 2013 Author Share Posted December 16, 2013 SV_pure 0 is supposed to force the engine to run only textures in the textures folder, and not the included textures in the pk3's. As far as i know. Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
mrwonko Posted December 16, 2013 Share Posted December 16, 2013 SV_pure 0 is supposed to force the engine to run only textures in the textures folder, and not the included textures in the pk3's. As far as i know.Wrong. sv_pure 1 causes the game to exclusively load pk3 files, while 0 loads both loose and pk3 files. Link to comment
eezstreet Posted December 16, 2013 Share Posted December 16, 2013 fs_dirbeforepak 1, people. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now